+#include <epoxy/gl.h>
+#include <math.h>
+
+#include "effect_util.h"
#include "lift_gamma_gain_effect.h"
+#include "util.h"
+
+using namespace std;
+
+namespace movit {
LiftGammaGainEffect::LiftGammaGainEffect()
: lift(0.0f, 0.0f, 0.0f),
gamma(1.0f, 1.0f, 1.0f),
- gain(1.0f, 1.0f, 1.0f),
- saturation(1.0f)
+ gain(1.0f, 1.0f, 1.0f)
{
register_vec3("lift", (float *)&lift);
register_vec3("gamma", (float *)&gamma);
register_vec3("gain", (float *)&gain);
- register_float("saturation", &saturation);
+ register_uniform_vec3("gain_pow_inv_gamma", (float *)&uniform_gain_pow_inv_gamma);
+ register_uniform_vec3("inv_gamma_22", (float *)&uniform_inv_gamma22);
+}
+
+string LiftGammaGainEffect::output_fragment_shader()
+{
+ return read_file("lift_gamma_gain_effect.frag");
}
+
+void LiftGammaGainEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
+{
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ uniform_gain_pow_inv_gamma = RGBTriplet(
+ pow(gain.r, 1.0f / gamma.r),
+ pow(gain.g, 1.0f / gamma.g),
+ pow(gain.b, 1.0f / gamma.b));
+
+ uniform_inv_gamma22 = RGBTriplet(
+ 2.2f / gamma.r,
+ 2.2f / gamma.g,
+ 2.2f / gamma.b);
+}
+
+} // namespace movit